It is well known that when a player train reaches a RP while seen from e.g. camera 2, the camera viewing point becomes abruptly rotated by 180 degrees, and still points to the former first car (now last car). Not nice to be seen IMHO. If one switches to camera 3, the latter will point to the new last car too, but rotated by 180 degrees with respect to camera 2. So you have both cameras pointing to the same car.
If instead the RP is reached with e.g. camera 1, and if after the RP camera 2 is selected, it points to the new first car.
Am I the only one that considers this a bit weird logic?
Possible (alternative) solutions:
1) Do like MSTS. Camera 2 continues pointing to the former first car, but not rotating. Camera 3 points to the former last car. That is, cameras consider as front of the train always the front as defined in the .con file independently from RPs.
2) In case the RP has been reached with camera 2, "redirect" this camera as camera 3. So the viewing point would not be modified. When pressing 2 camera would point to the new head of train, and when pressing 3 camera would point to the new tail of train (same viewpoint as just after RP). That's my preferred solution, which I think is more in the OR logic than the first one.
Before opening a bug report and maybe preparing a patch, I'd like to read comments on this.
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Strange behaviour of cameras 2 and 3 at reversal points
#3
Posted 26 January 2019 - 04:32 PM
Cameras aren't a big deal with me, but your logic in Solution number two is, at least, consistent...which is an improvement over what is the current situation. Numba 2, please.
(http://www.elvastower.com/forums/public/style_emoticons/default/sign_thank_you.gif http://www.elvastower.com/forums/public/style_emoticons/default/sign_rockon.gif http://www.elvastower.com/forums/public/style_emoticons/default/hi.gif for monogame work, Carlo )
(http://www.elvastower.com/forums/public/style_emoticons/default/sign_thank_you.gif http://www.elvastower.com/forums/public/style_emoticons/default/sign_rockon.gif http://www.elvastower.com/forums/public/style_emoticons/default/hi.gif for monogame work, Carlo )
#4
Posted 27 January 2019 - 12:41 AM
OK, two qualified forumers agree with my preference. I'll study how to modify the code.
#5
Posted 29 January 2019 - 01:34 PM
I've created a source patch for this
Cameras23.zip (1.76K)
Number of downloads: 253
and also uploaded it to my github repository
https://github.com/Csantucci/openrails .
In practice, if at the reversal point cameras 2 or 3 are activated, they are swapped and their parameters (rotation and so on) are exchanged.
Visual effect is that the viewing point doesn't jump, as desired.
It seems to work quite well. I'm waiting for some other merges by James and then I'll provide the .exe files for short testing.
Cameras23.zip (1.76K)
Number of downloads: 253
and also uploaded it to my github repository
https://github.com/Csantucci/openrails .
In practice, if at the reversal point cameras 2 or 3 are activated, they are swapped and their parameters (rotation and so on) are exchanged.
Visual effect is that the viewing point doesn't jump, as desired.
It seems to work quite well. I'm waiting for some other merges by James and then I'll provide the .exe files for short testing.
#6
Posted 30 January 2019 - 12:35 AM
Here are the .exes for the improvement, to be replaced in the official OR 1.3.1-15, so that everyone can test it.
P.S. one file was missing
P.S. one file was missing
#7
Posted 31 January 2019 - 12:58 AM
#8
Posted 18 March 2019 - 08:21 AM
Thanks for fixing this former irritating behavior of the cameras 2 and 3 at the RPs!
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